3,756 research outputs found

    Mobile forensic triage for damaged phones using M_Triage

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    Mobile forensics triage is a useful technique in a digital forensics investigation for recovering lost or purposely deleted and hidden files from digital storage. It is particularly useful, especially when solving a very sensitive crime, for example, kidnapping, in a timely manner. However, the existing mobile forensics triage tools do not consider performing a triage examination on damaged mobile phones. This research addressed the issues of performing triage examination on damaged Android mobile phones and reduction of false positive result generated by the current mobile forensics triage tools. Furthermore, the research addressed the issues of ignoring possible evidence residing in a bad block memory location. In this research a new forensics triage tool called M_Triage was introduced by extending Decode’s framework to handle data retrieval challenges on damaged Android mobile phones. The tool was designed to obtain evidence quickly and accurately (i.e. valid address book, call logs, SMS, images, and, videos, etc.) on Android damaged mobile phones. The tool was developed using C#, while back end engines was done using C programming and tested using five data sets. Based on the computational time processing comparison with Dec0de, Lifter, XRY and Xaver, the result showed that there was 75% improvement over Dec0de, 36% over Lifter, 28% over XRY and finally 71% over Xaver. Again, based on the experiment done on five data sets, M_Triage was capable of carving valid address book, call logs, SMS, images and videos as compared to Dec0de, Lifter, XRY and Xaver. With the average improvement of 90% over DEC0DE, 30% over Lifter, 40% over XRY and lastly 61% over Xaver. This shows that M_Triage is a better tool to be used because it saves time, carve more relevant files and less false positive result are achieved with the tool

    Mobile forensic triage for damaged phones using M_Triage

    Get PDF
    Mobile forensics triage is a useful technique in a digital forensics investigation for recovering lost or purposely deleted and hidden files from digital storage. It is particularly useful, especially when solving a very sensitive crime, for example, kidnapping, in a timely manner. However, the existing mobile forensics triage tools do not consider performing a triage examination on damaged mobile phones. This research addressed the issues of performing triage examination on damaged Android mobile phones and reduction of false positive result generated by the current mobile forensics triage tools. Furthermore, the research addressed the issues of ignoring possible evidence residing in a bad block memory location. In this research a new forensics triage tool called M_Triage was introduced by extending Decode’s framework to handle data retrieval challenges on damaged Android mobile phones. The tool was designed to obtain evidence quickly and accurately (i.e. valid address book, call logs, SMS, images, and, videos, etc.) on Android damaged mobile phones. The tool was developed using C#, while back end engines was done using C programming and tested using five data sets. Based on the computational time processing comparison with Dec0de, Lifter, XRY and Xaver, the result showed that there was 75% improvement over Dec0de, 36% over Lifter, 28% over XRY and finally 71% over Xaver. Again, based on the experiment done on five data sets, M_Triage was capable of carving valid address book, call logs, SMS, images and videos as compared to Dec0de, Lifter, XRY and Xaver. With the average improvement of 90% over DEC0DE, 30% over Lifter, 40% over XRY and lastly 61% over Xaver. This shows that M_Triage is a better tool to be used because it saves time, carve more relevant files and less false positive result are achieved with the tool

    Multi-set canonical correlation analysis for 3D abnormal gait behaviour recognition based on virtual sample generation

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    Small sample dataset and two-dimensional (2D) approach are challenges to vision-based abnormal gait behaviour recognition (AGBR). The lack of three-dimensional (3D) structure of the human body causes 2D based methods to be limited in abnormal gait virtual sample generation (VSG). In this paper, 3D AGBR based on VSG and multi-set canonical correlation analysis (3D-AGRBMCCA) is proposed. First, the unstructured point cloud data of gait are obtained by using a structured light sensor. A 3D parametric body model is then deformed to fit the point cloud data, both in shape and posture. The features of point cloud data are then converted to a high-level structured representation of the body. The parametric body model is used for VSG based on the estimated body pose and shape data. Symmetry virtual samples, pose-perturbation virtual samples and various body-shape virtual samples with multi-views are generated to extend the training samples. The spatial-temporal features of the abnormal gait behaviour from different views, body pose and shape parameters are then extracted by convolutional neural network based Long Short-Term Memory model network. These are projected onto a uniform pattern space using deep learning based multi-set canonical correlation analysis. Experiments on four publicly available datasets show the proposed system performs well under various conditions

    Veterinary student competence in equine lameness recognition and assessment: a mixed methods study

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    The development of perceptual skills is an important aspect of veterinary education. The authors investigated veterinary student competency in lameness evaluation at two stages, before (third year) and during (fourth/fifth year) clinical rotations. Students evaluated horses in videos, where horses were presented during trot on a straight line and in circles. Eye-tracking data were recorded during assessment on the straight line to follow student gaze. On completing the task, students filled in a structured questionnaire. Results showed that the experienced students outperformed inexperienced students, although even experienced students may classify one in four horses incorrectly. Mistakes largely arose from classifying an incorrect limb as lame. The correct detection of sound horses was at chance level. While the experienced student cohort primarily looked at upper body movement (head and sacrum) during lameness assessment, the inexperienced cohort focused on limb movement. Student self-assessment of performance was realistic, and task difficulty was most commonly rated between 3 and 4 out of 5. The inexperienced students named a considerably greater number of visual lameness features than the experienced students. Future dedicated training based on the findings presented here may help students to develop more reliable lameness assessment skills

    Towards Naturalistic Interfaces of Virtual Reality Systems

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    Interaction plays a key role in achieving realistic experience in virtual reality (VR). Its realization depends on interpreting the intents of human motions to give inputs to VR systems. Thus, understanding human motion from the computational perspective is essential to the design of naturalistic interfaces for VR. This dissertation studied three types of human motions, including locomotion (walking), head motion and hand motion in the context of VR. For locomotion, the dissertation presented a machine learning approach for developing a mechanical repositioning technique based on a 1-D treadmill for interacting with a unique new large-scale projective display, called the Wide-Field Immersive Stereoscopic Environment (WISE). The usability of the proposed approach was assessed through a novel user study that asked participants to pursue a rolling ball at variable speed in a virtual scene. In addition, the dissertation studied the role of stereopsis in avoiding virtual obstacles while walking by asking participants to step over obstacles and gaps under both stereoscopic and non-stereoscopic viewing conditions in VR experiments. In terms of head motion, the dissertation presented a head gesture interface for interaction in VR that recognizes real-time head gestures on head-mounted displays (HMDs) using Cascaded Hidden Markov Models. Two experiments were conducted to evaluate the proposed approach. The first assessed its offline classification performance while the second estimated the latency of the algorithm to recognize head gestures. The dissertation also conducted a user study that investigated the effects of visual and control latency on teleoperation of a quadcopter using head motion tracked by a head-mounted display. As part of the study, a method for objectively estimating the end-to-end latency in HMDs was presented. For hand motion, the dissertation presented an approach that recognizes dynamic hand gestures to implement a hand gesture interface for VR based on a static head gesture recognition algorithm. The proposed algorithm was evaluated offline in terms of its classification performance. A user study was conducted to compare the performance and the usability of the head gesture interface, the hand gesture interface and a conventional gamepad interface for answering Yes/No questions in VR. Overall, the dissertation has two main contributions towards the improvement of naturalism of interaction in VR systems. Firstly, the interaction techniques presented in the dissertation can be directly integrated into existing VR systems offering more choices for interaction to end users of VR technology. Secondly, the results of the user studies of the presented VR interfaces in the dissertation also serve as guidelines to VR researchers and engineers for designing future VR systems
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